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Pos and Dim should only be configured once for each change. Otherwise, a recursive loop occurs resulting in a stack overflow. For that, you have to use the OnLoad action and just use OnResized for other situations that are not always for the same definitions. (#392)
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@@ -13,7 +13,7 @@ namespace Terminal.Gui {
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/// <summary>
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/// A statusbar item has a title, a shortcut aka hotkey, and an action to execute on activation.
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/// Such an item is ment to be as part of the global hotkeys of the application, which are available in the current context of the screen.
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/// The colour of the text will be changed after each ~. Having an statusbar item with a text of `~F1~ Help` will draw *F1* as shortcut and
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/// The colour of the text will be changed after each ~. Having an statusbar item with a text of `~F1~ Help` will draw *F1* as shortcut and
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/// *Help* as standard text.
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/// </summary>
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public class StatusItem {
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@@ -49,10 +49,10 @@ namespace Terminal.Gui {
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};
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/// <summary>
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/// A statusbar for your application.
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/// A statusbar for your application.
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/// The statusbar should be context sensitive. This means, if the main menu and an open text editor are visible, the items probably shown will
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/// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help.
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/// So for each context must be a new instance of a statusbar.
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/// be ~F1~ Help ~F2~ Save ~F3~ Load. While a dialog to ask a file to load is executed, the remaining commands will probably be ~F1~ Help.
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/// So for each context must be a new instance of a statusbar.
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/// </summary>
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public class StatusBar : View {
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public StatusItem [] Items { get; set; }
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@@ -70,7 +70,7 @@ namespace Terminal.Gui {
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CanFocus = false;
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ColorScheme = Colors.Menu;
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Application.OnResized += () => {
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Application.OnLoad += () => {
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this.X = Pos.Left (Application.Top);
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this.Y = Pos.Bottom (Application.Top);
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};
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